What defines a good weapon? Any weapon which serves the function
required by its user is a good one. Here is an small guide as to how to choose the correct
weapon for your characters...
Introduction
Before you start, ask yourself the following questions:
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What form of attack are you going to use? As
in, are you primarily using physical attacks or spells to kill the enemies? |
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Is your character damage significantly large
compared to the damage provided by the weapon you used? |
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Are you hitting the enemies with decent
frequency? |
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Does any of your statistics require any
boosting; eg dexterity so as to attain better/perfect blocking? |
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Are you having any problems killing monsters
because they are able to get out of stunlock? |
Having answered these questions, you are now ready to proceed with the
guide...
Melee Weapons
Prefixes
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To-Hit Modifiers
[from "bronze"(1-5%) to "strange"(101-150%)]
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Hitting the enemy is a very important part of
meleeing. It is absolutely NO use if you cannot hit the enemy with decent frequency. Thus,
the to-hit adders will help if hitting enemies are your problems. |
|
For rogues, in general, due to the inherently
high to-hit (consequence of high dexterity), such to-hit adders can be neglected except in
perhaps hell/hell. Even then, with good support equipment, such to-hit adders are also not
needed. |
|
For bards, to-hit adders are generally needed
only on one weapon, use the other weapon as a heavy source of damage. A weapon adding
sufficient to-hit can usually be found even at lower levels. |
|
At higher levels, unless you are duelling or
is really VERY short on to-hit, "weird" and "strange" will give you
excessive to-hit, so to-hit with damage modifiers would be better since they add damage as
well. |
|
|
Damage Modifiers
[from "jagged"(20-35%) to "merciless"(151-175%)]
|
In general, damage modifiers helps to
increase the rate of killing the enemies. The faster you kill the enemy, the less
chances the enemies will have to kill you. |
|
At lower levels, when the damage bonus due to
character stats is still rather low, the damage modifiers can add significant amounts of
damage to your damage, especially if it is a 'heavy' weapon (i.e. bastard sword).
The damage added will help greatly to enable you to reach the damage level needed to stun
the enemies. |
|
Essentially, warriors and barbarians have
little use for this type of modifiers since they do not provide to-hit bonuses and the
damage levels of warriors and barbarians are already very high. |
|
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To-Hit and Damage
Modifiers [from "sharp"(1-5%, 20-35%) to
"king's"(76-100%, 151-175%)]
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To-hit modifiers and damage modifiers all
have their use; but if you have both of them on the same weapon, it would be a great
weapon to have. This is the class of weapons most characters should be looking for. |
|
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Resistance
Modifiers [varies depending on whether it is resist all or
resist fire/lightning/magic]
|
These are almost strictly non-melee
weapons. Characters who uses these weapons are generally those that uses magic to
kill enemies and uses the weapon slot as a means to free up a slot on jewels for +mana
items. |
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Suffixes
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Damage Modifiers [from
"quality"(+1-2) to "slaughter"(+16-20)]
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In general, unless your character damage is
really low and you badly need that extra bit of damage to enable stun or stunlock, this
suffix is pretty much useless. Thus, a suffix mainly good for mages (think muscles). |
|
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Stats Modifiers [varies
depending on the stats they improve]
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Dexterity modifiers are useful for
warriors/barbarians or other classes which needs the extra dexterity to improve to-hit and
reach optimum blocking level. |
|
Magic modifiers are useful for characters who
uses magic frequently or relies on manashield as a form of defence. Warriors who
plays 'turtle-mage' style may also needs this modifier to help them increase magical
to-hit. |
|
Strength modifiers are useful only for
wearing heavy armour and increasing damage. A suffix that is almost totally useless
for rogues since +all does so much more; a muscle mage will enjoy this though. |
|
Vitality modifiers are USELESS. To have
a vitality modifier on a weapon is a total waste of resources. Even a +1 magic
weapon is better than this unless you are really that desperate for hitpoints. |
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Modifiers which adds to all stats is very
useful all round since it provides to-hit, dexterity, damage, mana, magic and
hitpoints. Rogues/Bards love this even more since they get damage bonus from both
dexterity and strength. |
|
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Hasted Effect [from
"readiness"(quick) to "haste"(fastest)]
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Increases the swing rate of a weapon and
thereby increase the damage done to the enemies per unit time. |
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Speed/Haste weapons are particularly useful
for warriors since they are able to stunlock advocates ONLY using a speed or haste
sword/club. |
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Characters which deals huge amounts of
damage, such as the bard and the barbarian benefits much from this effect as well since
the damage done per unit time increases by significant amounts. |
|
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Life/Mana Stealing [from
"of the leech/bat"(3% steal) to "of blood/vampires"(5% steal)]
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Though usually only useful for characters
which can deal large amounts of damage per blow, these weapons can be great fun and does a
lot to improve potion economy. |
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Note: Durability modifiers, elemental damage effects,
armour-penetrating effects and light radius modifiers are intentionally left out due to
their very restricted usage.
Unique Weapons
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Bloodslayer
[broad axe, -5 all, +100% dmg, +200% dmg vs demons, -1 spell level]
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strictly Barbarians only since it is an axe
(thus slow) and leaves no hands for shields. |
|
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Messerschmidt's Reaver [great
axe, +5 all, -50 life, +15 dmg, +200% dmg, 2-12 fire dmg]
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fantastic damage but restricts the use of
shields; even barbarians can find better non-unique axes. |
|
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* Civerb's Cudgel [mace,
-2 mag, -5 dex, +200% dmg vs demons]
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strongest melee weapon you can have at higher
levels; despite its -dex and -magic, the triple damage vs demons are very welcome by all
classes (except perhaps monks). |
|
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* Dreamflange [mace,
+30 mag, +50 mana, +50% resist magic, +1 spell level, +10% light]
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easily the best 'mage-type' weapon to have
(AA staves and dreamflange debate goes on...). |
|
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Gnarled Root [club
/ spiked club, ac -10, +5 mag, +10 dex, +20% to-hit,+10 resist all, +300% dmg]
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good for low-level bards with a good-base
alternate weapon. useless otherwise. |
|
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Falcon's Talon [scimitar,
+10 dex, +20% to-hit, -33% dng, fastest attack]
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the haste effect here is the only reason for
it entering the list. the +10 dex can help a bit with blocking. |
|
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The Grandfather [great
sword, +5 all, +20 life, +20% to-hit, +70% dmg, one-handed]
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the highest damage unique sword around with
some nice +all effect. |
|
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Wizardspike [dagger,
+15 magic, +35 mana, +25% to-hit, +15% resist all]
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basically a poor man's dreamflange, better
weapons are certainly available. |
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Only the uniques i feel are worth mentioning are mentioned.
Weapons like Doombringer, Gibbous Moon and Shadowhawk are pretty good -light radius
weapons and can be rather sought after by certain players or variants as well.
Ranged Weapons
Prefixes
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To-Hit Modifiers [from
"bronze"(1-5%) to "strange"(101-150%)]
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Basically, similar argument for melee
weapons, but since rogues are usually the only class to use bows regularly and rogues
already have incredible to-hit with bows, this set of prefixes is not all that
useful. For other classes though, this may get important. |
|
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Damage Modifiers [from
"jagged"(20-35%) to "merciless"(151-175%)]
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At lower to middle level, the damage
modifiers will probably be the most useful around since they add significant damage to the
damage done. This is important as damage bonus due to character stats is usually low
for most classes. Even for rogues, the damage modifiers will come in useful. |
|
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Resistance
Modifiers [varies depending on whether it is resist all or
resist fire/lightning/magic]
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Almost strictly for middle to high level
rogues only. The resistance modifiers help to save a slot on resistance for the
rogue who probably by then would be doing around 90-100 damage even with a normal bow. |
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Suffixes
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Stats Modifiers [varies
depending on the stats they improve]
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Dexterity modifiers, up to
"perfection"(+21-30), are mainly for non-rogue, non-bard characters as they
provide needed to-hit. Rogues and bards already have decent to-hit with bows and
will benefit more from a +all bow. |
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Strength modifers, up to
"giants"(+16-20), are mainly for characters needing strength to wear heavier
armour. |
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Magic modifiers, up to
"sorcery"(+16-20), helps to improve mana and magical to-hit. Good for
'mage-styled' characters. |
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.Vitality modifiers. |
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+all modifiers are the best all-round effect
you can have especially for a rogue. |
|
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Elemental Damage Effects [varies
depending on the element (fire or lightning)]
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these bows deal spectacularly high damage
(perhaps due to a bug) as the lightning or fire part of the damage can be dealt to the
enemies several times over. |
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you will probably suffer against immunes as
these bows would be reduced to nothing more than a suffix-less bow. |
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Swiftness [fast
attack]
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In the newer versions of Diablo, the
"swiftness" suffix makes you fire the arrows at a faster rate. This adds
up to significant damages at higher levels. Useless in Hellfire though. |
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Unique Weapons
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Eaglehorn [long
battle bow, +20 dex, +50% to-hit, +100% dmg, indestructible]
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mainly for indestructibility, better
bows are available. |
|
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The Needler [short
bow, +50% to-hit, unusual dmg (1-3), fast attack]
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mainly for speed, but even a long war bow of
swiftness serves better. |
|
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Windforce [long
war bow, +5 str, +200% dmg, knockback]
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high damage but knockback can be irritating;
now, even certain bows of swiftness deals more damage. |
|
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Gnat Sting
(Hellfire) [multiple arrows, unusual dmg (1-2), quick
arrows, indestructible]
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a dubious choice by me, the multiple arrows
can give rise to triple damage on one enemy or one arrow into three enemies all with just
one click. indestructibility is a bonus. |
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Essentially, i would say that the unique bows all pale in comparison to
the non-unique bows, except maybe the Gnat Sting.
Conclusion
As can be seen above, there are so many different kinds of weapons
available. The choice is what YOU have to make as it is your game, your
character. What one person suggests or recommends may or may not work for you.
Try it out yourself and you might just like it. For more practical combat purposes,
consult my melee
weapon analysis. The following lists the weapons i recommend for each of
the classes:
Bards |
Rogues |
Civerb's
Cudgel + King's Sword of Haste
Civerb's Cudgel + Jester's Sword of Leech |
King's Sword
of Haste
Civerb's Cudgel |
Merciless Bow
of the Heavens |
Massive Bow
of Swiftness
Emerald Bow of the Heavens |
Barbarians |
Warriors |
King's Axe of Haste
Bloodslayer |
King's Sword of Haste
Civerb's Cudgel |
----- |
Strange Bow of Heavens
|
Monks |
Sorcerors |
King's Staff of Haste
King's Staff of <useful spell> |
Dreamflange
Arch Angel's Staff of Wizardry |
- Merciless Bow of Thunder
|
----- |
Sometimes, the dream weapon never comes by and you usually have to make
do with whatever you can get. A good prefix weapon usually don't come with a good
suffix, so you will have to weigh the pros and the cons of each before making your
decision. The most important thing afterall is to have fun!
Ice(BNR)
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